/Engine/Source/Runtime/GeometryCore/Public/MeshRegionBoundaryLoops.h
Given a map generated byGetLoopOverlayMap(), checks that the overlay elements pointed to by the map still exist in the overlay, and sets the ID to be invalid if not. This can be called after deleting the triangles inside a loop to update the generated map and remove any UV elements that no longer exist (because the vertex was on a UV seam).
template<typename StorageType, int ElementSize, typename ElementType> void UpdateLoopOverlayMapValidity ( [VidOverlayMap](API\Runtime\GeometryCore\FMeshRegionBoundaryLoops\VidOverlayMap)< ElementType > & LoopVidsToOverlayElements, const [TDynamicMeshOverlay](API\Runtime\GeometryCore\DynamicMesh\TDynamicMeshOverlay)< StorageType, ElementSize > & Overlay )